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Forge Basic Lighting

skill-nebulavenus-forge-gpu-forge-basic-lighting · by Nebulavenus

Add Blinn-Phong lighting (ambient + diffuse + specular) to a 3D scene with world-space normals, light direction, and camera position uniforms. Use when someone needs to light a mesh, add shading, or implement basic real-time lighting in SDL3 GPU.

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$ agentstack add skill-nebulavenus-forge-gpu-forge-basic-lighting

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No issues found. Passed automated security review. · v0.1.0 How review works →

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About

Basic Lighting — Blinn-Phong Shading

This skill teaches how to add Blinn-Phong lighting to a rendered 3D scene. It builds on scene-loading (Lesson 09) and adds world-space lighting calculations in the fragment shader.

When to use

  • Adding lighting/shading to a 3D model or scene
  • Implementing ambient, diffuse, or specular shading
  • Passing light direction and camera position as shader uniforms
  • Transforming normals from object space to world space
  • Setting up a fragment shader with per-pixel lighting

Key API calls (ordered)

  1. forge_gltf_load(path, &scene) — parse glTF (provides normals)
  2. Upload vertex + index buffers to GPU (same as scene-loading skill)
  3. SDL_CreateGPUGraphicsPipeline — 3 vertex attributes (pos, normal, uv)
  4. SDL_PushGPUVertexUniformData — push MVP matrix + Model matrix (128 bytes)
  5. SDL_PushGPUFragmentUniformData — push lighting params (64 bytes)
  6. SDL_DrawGPUIndexedPrimitives — draw with lighting

Uniform layouts

Vertex uniforms (128 bytes)

Both matrices must be column_major in HLSL to match C mat4 layout.

typedef struct VertUniforms {
    mat4 mvp;     /* combined Model-View-Projection for clip space */
    mat4 model;   /* model (world) matrix for lighting calculations */
} VertUniforms;
cbuffer VertUniforms : register(b0, space1)
{
    column_major float4x4 mvp;
    column_major float4x4 model;
};

Fragment uniforms (64 bytes)

Use float4 (not float3) for vectors to avoid HLSL cbuffer packing issues.

typedef struct FragUniforms {
    float base_color[4];   /* material color (RGBA)              */
    float light_dir[4];    /* normalized, toward light (xyz)     */
    float eye_pos[4];      /* camera world position (xyz)        */
    Uint32 has_texture;    /* 0 = solid color, 1 = sample tex    */
    float shininess;       /* specular exponent (32, 64, 128...) */
    float ambient;         /* ambient intensity [0..1]           */
    float specular_str;    /* specular intensity [0..1]          */
} FragUniforms;
cbuffer FragUniforms : register(b0, space3)
{
    float4 base_color;
    float4 light_dir;
    float4 eye_pos;
    uint   has_texture;
    float  shininess;
    float  ambient;
    float  specular_str;
};

Code template

Vertex shader — normal transformation (adjugate transpose)

/* World-space position for view direction calculation */
float4 wp = mul(model, float4(input.position, 1.0));
output.world_pos = wp.xyz;

/* Transform normal by the ADJUGATE TRANSPOSE of the model matrix's
 * upper-left 3x3.  Unlike (float3x3)model, this preserves
 * perpendicularity even under non-uniform scale.  The rows of the
 * adjugate transpose are cross products of pairs of model matrix rows.
 * Do NOT normalize here — the rasterizer will interpolate, and we
 * normalize per-pixel in the fragment shader. */
float3x3 m = (float3x3)model;
float3x3 adj_t;
adj_t[0] = cross(m[1], m[2]);
adj_t[1] = cross(m[2], m[0]);
adj_t[2] = cross(m[0], m[1]);
output.world_norm = mul(adj_t, input.normal);

Fragment shader — Blinn-Phong

/* MUST normalize after interpolation — interpolated normals aren't unit length */
float3 N = normalize(input.world_norm);
float3 L = normalize(light_dir.xyz);          /* toward light */
float3 V = normalize(eye_pos.xyz - input.world_pos);  /* toward camera */

/* Ambient: constant minimum brightness */
float3 ambient_term = ambient * surface_color.rgb;

/* Diffuse: Lambert's cosine law */
float NdotL = max(dot(N, L), 0.0);
float3 diffuse_term = NdotL * surface_color.rgb;

/* Specular: Blinn half-vector */
float3 H = normalize(L + V);
float NdotH = max(dot(N, H), 0.0);
float3 specular_term = specular_str * pow(NdotH, shininess) * float3(1, 1, 1);

float3 final = ambient_term + diffuse_term + specular_term;

C side — pushing lighting uniforms

/* Vertex: MVP + model matrix */
VertUniforms vu;
vu.mvp   = mat4_multiply(vp, node->world_transform);
vu.model = node->world_transform;
SDL_PushGPUVertexUniformData(cmd, 0, &vu, sizeof(vu));

/* Fragment: material + lighting */
FragUniforms fu;
fu.base_color[0] = mat->base_color[0]; /* ... etc */
fu.light_dir[0] = light_dir.x;
fu.light_dir[1] = light_dir.y;
fu.light_dir[2] = light_dir.z;
fu.light_dir[3] = 0.0f;
fu.eye_pos[0] = cam_pos.x;
fu.eye_pos[1] = cam_pos.y;
fu.eye_pos[2] = cam_pos.z;
fu.eye_pos[3] = 0.0f;
fu.shininess    = 64.0f;
fu.ambient      = 0.15f;
fu.specular_str = 0.5f;
SDL_PushGPUFragmentUniformData(cmd, 0, &fu, sizeof(fu));

Common mistakes

  1. Forgetting to normalize interpolated normals — The rasterizer

interpolates vertex shader outputs linearly. Even if every vertex normal is unit length, the interpolated result won't be. Always normalize() in the fragment shader.

  1. Missing column_major on both matrices — If you add the model matrix

but forget column_major, the multiplication will be wrong. Both mvp and model must have it.

  1. Using float3 in the cbuffer — HLSL packs float3 to 16 bytes

with 4 bytes of padding, which silently misaligns subsequent fields. Use float4 and explicitly pad the w component to 0.

  1. Light direction convention — Our convention: light_dir points FROM the

surface TOWARD the light. Some tutorials use the opposite. If your model looks like the dark side is lit, negate the direction.

  1. Normalizing in the vertex shader — Don't normalize normals in the

vertex shader. The rasterizer will interpolate them anyway, making the normalization pointless. Save it for the fragment shader.

  1. Normal transformation with non-uniform scale(float3x3)model

only works correctly for rotation + uniform scale. Always use the adjugate transpose instead — three cross products of the matrix rows: adj_t[0] = cross(m[1], m[2]) etc. This is correct for ALL matrices (including singular ones) and cheaper than inverse-transpose.

Typical parameter values

| Parameter | Value | Effect | |-----------|-------|--------| | shininess | 8-16 | Rough, matte surface | | shininess | 32-64 | Typical plastic / painted | | shininess | 128-256 | Polished, metallic | | ambient | 0.05-0.15 | Subtle fill light | | ambient | 0.2-0.3 | Bright ambient (indoor) | | specularstr | 0.3-0.5 | Moderate shine | | specularstr | 0.8-1.0 | Very shiny / wet |

References

  • GPU Lesson 10 — Basic Lighting (full implementation)
  • Math Lesson 01 — Vectors (dot product, normalize)
  • Math Lesson 02 — Coordinate Spaces (object, world, view)
  • Math Lesson 05 — Matrices (model matrix transformation)

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.